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Blogs

Brice Morrison's Expert Blogs

Meet Facebook Games' Ancestor: Coin-Op Arcades  Featured Blogs
Posted by Brice Morrison on Wed, 26 Jan 2011 01:39:00 EST in Design
Many in the gaming community sneer at social games claiming reasons such as "it's all for the money." Yet many of these same gamers' childhood favorites were designed similarly. This article looks at the similarities and try to find the real reasons.
Read More... | 9 Comments

Tackling HARD Design Problems  Featured Blogs
Posted by Brice Morrison on Tue, 25 Jan 2011 01:29:00 EST in Design
You break out into a sweat, fearing that you’ve already tumbled past the point of no return and your only solution will be to either deliver a sub-par game experience or scrap the whole project. These moments are inevitable, but giving up isn't.
Read More... | 4 Comments

Thousands of Onetime Players, or Hundreds of Diehard Players?  Featured Blogs
Posted by Brice Morrison on Mon, 24 Jan 2011 01:13:00 EST in Design
A game for everyone ends up being a game for no one. Are you designing your game to be for experts in your genre, or beginners?
Read More... | 13 Comments

Making Jump-Out-Of-Your-Seat Moments in a Game
Posted by Brice Morrison on Thu, 20 Jan 2011 11:10:00 EST in Design
Some moments in games consistently blow players' minds, doing something totally out of the ordinary and creating an experience that you can't wait to tell friends about. In this article we look at the formulas for creating such experiences
Read More... | 9 Comments

Why Super Mario Bros. Was So Successful  Featured Blogs
Posted by Brice Morrison on Wed, 19 Jan 2011 02:00:00 EST in Design
Using the Game Design Canvas as an analysis tool, we look at some of the components that made the original Super Mario Bros. so successful, and how the title could be taken further.
Read More... | 7 Comments

Introduction to the Game Design Canvas  Featured Blogs
Posted by Brice Morrison on Tue, 18 Jan 2011 02:00:00 EST in Design
The Game Design Canvas provides a useful tool for developers to use in analyzing game experiences and creating their own. Developers ignore these experiences at their own risk.
Read More... | 9 Comments

Gameplay is King, Story a Distant Second  Featured Blogs
Posted by Brice Morrison on Mon, 20 Dec 2010 02:00:00 EST in Design
2009's critically acclaimed Uncharted 2 set a new standard for gameplay that moves players effortlessly through a story -- they way it's supposed to be done. This article discusses why gameplay first is the way to make a great game, and story comes after
Read More... | 14 Comments

Profitable or Innovative? Setting Strong Development Goals  Featured Blogs
Posted by Brice Morrison on Thu, 16 Dec 2010 01:00:00 EST in Design
Is it better to build a game for money, or to build a game for innovation? Is either wrong? Can they be done together well? Here we analyze the root of this question and proper goal setting in game development.
Read More... | 8 Comments

Bang for Your Buck: Getting the Most Out of Your Dev Time  Featured Blogs
Posted by Brice Morrison on Wed, 15 Dec 2010 02:57:00 EST in
As a game developer, which of these sounds more desirable to you? A really fun 5 minute game that took ten hours to make, or a really fun 5 minute game that took one hour to make? Learn to make the most of your dev time.
Read More... | 6 Comments

Game Artwork: Choosing the Perfect Style for You
Posted by Brice Morrison on Sat, 30 Oct 2010 05:10:00 EDT in Art
Indie and student developers should recognize that artwork is a component of their games, whether they like it or not, and make clear decisions about what they want their art to say. So what does your game's artwork say? [From TheGameProdigy.com]
Read More... | 1 Comments

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